Clockwork Mage Apprentice

Clockwork Mage Apprentice CR 9

XP 6,400
Variant clockwork mage
N Medium construct (clockwork)
Init +9; Senses darkvision 60 ft., low-light vision; Perception +17


AC 23, touch 15, flat-footed 18 (+5 Dex, +8 natural)
hp 117 (15d10+35)
Fort +9, Ref +14, Will +11
Defensive Abilities hardness 10; Immune construct traits
Weaknesses vulnerable to critical hits, vulnerable to electricity


Speed 30 ft.
Melee 4 slams +18 (1d6+3)
Special Attacks electromagnetic casting, wand magic
Conjuration Spells Known (CL 9th; concentration +4)

  • 3rd (1)—stinking cloud (DC 8)
  • 2nd (3)—glitterdust (DC 7), web (DC 7)
  • 1st (at will)—grease, summon monster I


Str 16, Dex 21, Con —, Int 10, Wis 14, Cha 1
Base Atk +15; CMB +18; CMD 33
Feats Combat Casting, Great Fortitude, Improved Initiative, Improved Natural Attack (slams), Iron Will, Lightning Reflexes, Power Attack, Toughness
Skills Knowledge (arcana) +5, Knowledge (engineering) +5, Knowledge (geography) +5, Perception +17
Languages Aklo, Common
Gear +2 cloak of resistance


Electromagnetic Casting (Su)

A clockwork apprentice infuses its spells with electromagnetic energy. A creature targeted by a clockwork apprentice’s spell or within the area of a clockwork apprentice’s spell when it is cast takes 1d6 points of electricity damage and 1d6 points of force damage in addition to experiencing the effects of the spell, regardless of whether the creature succeeds or fails its saving throw (or whether a saving throw is allowed).

Section 15: Copyright Notice

Mechanical Monsters © 2023, Legendary Games; Authors: Jason Nelson, Tom Phillips, Mike D. Welham, Matt Goodall, Alex Riggs, Matt Daley.

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